Space Engineers

Space Engineers

Real Solar Systems
1,030 Comments
GigaCars 7 Nov @ 2:08pm 
the mod is designed around orbiting a physical star, it isn't exactly possible
jimmy 7 Nov @ 12:55pm 
is there a way i can use the default sun and not the modded ones
GigaCars 6 Nov @ 12:32pm 
rotational speed seems to be the only setting that can be changed in MP strangely
Kilin 6 Nov @ 9:02am 
I don't even have to restart the server. I did build the entire system before I even let a single other person step on the server specifically because the mod description says that's what you need to do but I've been able to at least change the rotational period of the planet we were on and have it take effect and I've never tried any change other than that.
Star_Kindler 5 Nov @ 5:18pm 
Weird, it's always worked in MP for me. I just had to restart the server for changes to apply correctly for other players.
Kilin 5 Nov @ 3:39am 
that's what I'm saying though I'm in multiplayer right now and the editor works. I built the world first and then tried to use it in DS but then those glitches happened
Echthros  [author] 4 Nov @ 6:59pm 
The Editor will only work correctly in single player, period. If you want to build a world to use in multiplayer or DS, then you need to build it and then transfer the save over to the DS afterwards. You can make tweaks to the world on the DS when it's offline by editing the Config.xml. If you're having issues transferring the world over to the DS, you may want to ask around on the KSH Discord.
GigaCars 4 Nov @ 6:29pm 
you can use it in dedicated or multiplayer IF nobody is in it(maybe), else it will break without a full server restart(closing the server instance, not game from host and opening it again)

but yeah idk why it won't work
Number9Volcanos 4 Nov @ 6:24pm 
oof
Kilin 4 Nov @ 6:22pm 
So I can't seem to start a dedicated server with real solar system. This mod description says that you can't use the editor when in multiplayer or dedicated server but I could definitely use the editor when I was playing multiplayer. Trying to transfer the world file to a dedicated server caused some of the most insane bugs I've ever seen which eventually ended up (after multiple hours of trying to make it work) with me having to delete every single file related to the dedicated server off my computer because of how corrupted the files for it got. The dedicated server tool wouldn't even start anymore at a certain point. I'm wondering if anyone else is having anything close to this experience or if maybe I can get some help in getting one set up. Really annoying that for my friend to play when I'm not playing I need to have my the game running all the time.
Number9Volcanos 4 Nov @ 5:36pm 
wahoo!
Echthros  [author] 4 Nov @ 5:30pm 
New RSS tutorial video has been linked at the top next to the trailer. It covers how to build a complex solar system with rings, particles, functional zones, and much more. Check it out if you have any interest in building your own systems!
Number9Volcanos 31 Oct @ 4:14pm 
rip
V0idwalker 31 Oct @ 2:44pm 
I see. Shame they quit, as it would have been such a boon to create different encounter zones. Especially if you were to create a RP narrative where one system is relatively safe while a different star system is just jam-packed with hostiles seeking your destruction unless the story progresses. (Which when it does, an admin just goes into the editor and makes the necessary edits to say... well, a lot of combat encounters between two factions plus higher weight for debris to be spawned to highlight that there is a battle going on for the system.)
GigaCars 31 Oct @ 2:12pm 
there would need to be a check for MES in RSS, aswell as a update to MES itself to respond to that check most likely, which won't happen unfortunately due to the original dev quiting SE modding

without the second update, it'd be extremely difficult
V0idwalker 31 Oct @ 1:33pm 
First up, I absolutely *love* this mod! It just brings up a new level of System customization to the mix and so easy to use that you can set up a multi-system world easily! I was wondering if perhaps there are plans on somehow introducing a feature with Modular Encounter Systems where you can create zones inside of which certain encounters can spawn? Aka somehow let the RSS editor call upon the MES api and allows you to place encounter zones within the system.

As an example, you would want an Earth-like and its orbit to be free of pirates and have civilian traffic, so you create an Encounter Zone where only the system patrols and neutral civilian traffic spawn. Meanwhile in more dangerous parts of the systems, you can scale the difficulty by adding pirates, skirmish encounters, a boss encounter here and there and ect.
luciantownsend11 22 Oct @ 6:57pm 
If I could have only three mods this would be one
luciantownsend11 22 Oct @ 6:57pm 
Also I like this mod
luciantownsend11 22 Oct @ 6:56pm 
Ok thanks
Echthros  [author] 22 Oct @ 6:02pm 
@luciiantownsend11 I can't do a proper distortion postprocessing effect, but if you add a "Sun" particle to the black hole, make the particle color (1, 0, 2) and set ColorMult to 0, you can make a void effect that blots out everything behind it. Just adjust the scale to be as big as you want.
GigaCars 22 Oct @ 5:34pm 
you can't, engine limitations

..then again, we have this mod
Ech can PROBABLY take it on but don't expect snazzy effects
luciantownsend11 22 Oct @ 3:18pm 
How can you get a black hole that actually sucks in light
racso 21 Oct @ 11:34am 
Agreed. The proxy entries in the GPS list create a lot of clutter.
Star_Kindler 20 Oct @ 7:54am 
If somehow possible I agree that would be really great yeah. That bothers me as well.
Swift Turtle#911 20 Oct @ 5:59am 
Hello, I love this mod and can’t play without it, so thank you! I have one idea/suggestion and maybe it’s not possible, but I figured I could at least mention it.

The one thing that is slightly annoying is all the planet/proxy gps locations that get added to the gps list. I play with a full solar system, so the gps list gets very cluttered, and I like to add my own gps markers when I find valuable resources or structures.
If there was a way to hide the RSS planet/proxy gps tags from the list I think it would a really good QoL improvement. Maybe a toggle that hid them, so they could easily be brought back up if needed.
Echthros  [author] 16 Oct @ 11:28pm 
@JR_Ewing I wasn't entirely sure to what to do with the power since it normally scales by distance, but distances are extreme and erratic across zone boundaries. Maybe increasing the idle power cost would help, but it would be the same whether it's connected or not. I'll think about it.
GigaCars 16 Oct @ 3:16pm 
this mod does not interfere with planets themselves, and is therefore compatible
it may be a issue on your side or that mods broken
ZIC 16 Oct @ 3:15pm 
Hi. Will this mod work with yours?
I can't find the planet ore settings in the generated world.
https://steamproxy.net/sharedfiles/filedetails/?id=2841960221
JR_Ewing 16 Oct @ 12:43pm 
@Echthros great, thank you. Working flawlesly. Some energy requirement may be, this is somehow way to "cheap", but working. Little disadvantage - you can see real position of the planet in the orignal space :steamthumbsup:
racso 14 Oct @ 9:40pm 
Ah, that may explain the intermittent issues I was having with lack of wind. Thanks for the explanation! I will keep a closer eye on it and will reach out in Discord if I run into this wind issue again.
Echthros  [author] 14 Oct @ 1:33pm 
@rasco The weather bug was an issue with the weather and wind overrides that was causing weather and wind (for turbines) to be completely disabled on some planets. If your wind turbines work and you are seeing weather on planets, then you should be fine. If one or both are missing, post your Config.xml on the Discord and I can show you how to fix it. A new file should not be required.
Echthros  [author] 14 Oct @ 1:28pm 
UPDATE:
-Enabled laser antennas to work between planet zones. Set range to unlimited on the block and connect as normal. Power and line of sight requirements are disabled.
JR_Ewing 14 Oct @ 4:56am 
Darian Stephens Not about communication, but I found those mods very useful and working for real solar system. It makes life easier when you reach all neccessary resources.

I have tested it only in creative, but it seems to work with little config file tuning. At least it can work over those huge distances. Yes, it is material and energy beast.

https://steamproxy.net/sharedfiles/filedetails/?id=3313236685

And mod useful for personal traveling between very through interstella dummy space. I warn not ty use it during zone transitions. It result in RUD :-)

https://steamproxy.net/sharedfiles/filedetails/?id=2640137506&searchtext=fsd
Darian Stephens 14 Oct @ 1:49am 
@JR_Ewing
I share your frustrations with inter-proxy-space communication.
I really do hope the author comes up with at least some way of enabling communication. I used to adore building satellite networks between planets and remote-controlling drones and stuff from some central base, but that's simply not possible here. Networks bound to single planets are, but truly remote network connections aren't. If a drone even gets nicked by a proxy space, it will get sucked in and you'll lose connection, unless you get lucky and it drifts out and in to your own space again.

I don't know if it would work here, but the Stargate mod did something to let radio signals pass through the gates, and perhaps something similar could be applied here?
I'm imagining some invisible, powerless, infinite-range, no LOS laser antenna at each real and proxy planet, relaying signals between proxy and real space, but that only gets you so far...
There's gotta be SOMETHING which can be done, right?
JR_Ewing 14 Oct @ 1:37am 
I am using this mod for some time, With scarce resources mod It realy leveled my survival expirience. But I am still searching for way how to automate interfacility movement and communication. Because huge distances between stelar bodies (not ghosts, but real one) antennas has no use here and Iam slowly coming to term with the fact that no direct communication is possible.
I would like to know how addon treating unmaned automated vesels. Is automated dron heading outside of the planet totaly out of range of the player also teleported to the dummy space? Before I'll try to write interstellar navigation script, I need to have some things clear.
If I can manage movement between bodies, communication might be possible using "data pads".
racso 13 Oct @ 12:23am 
Thanks for the recent update!

Can you please provide more details about the ‘weather override bug’? What did it do?

Is it required to start a new game to take advantage of the most recent fixes/changes?
luciantownsend11 11 Oct @ 9:42pm 
and i learned all of this at space camp
luciantownsend11 11 Oct @ 9:39pm 
irl black holes have enough gravity that light cant escape but they form after a supernova which in turn comes from a dead star
luciantownsend11 11 Oct @ 9:37pm 
but now how can you get a black hole just like the last picture in you mod description
luciantownsend11 11 Oct @ 9:36pm 
Thanks for the help about the tidally locked planets this might also help me make tidally locked moon
Winfre 11 Oct @ 4:22am 
Thanks for the info!
Echthros  [author] 11 Oct @ 3:25am 
The algae farms and solar controllers have not been adapted for RSS (I haven't found a way to do so yet), so they don't respect the correct sun direction. They will still work, but they may act like the sun in pointing a different direction in multiplayer. "Isy's Solar Alignment Script" should work if you need an alternative to the solar turret controllers. Solar panels and oxygen farms should work correctly.
Winfre 11 Oct @ 3:08am 
Not sure if it's an actual bug or just a side effect of not running on a DS and instead just through steam; but whenever the host leaves the proxy of a planet, all algae farms and solar controllers stop functioning, even if there is someone else near them. Would running on a dedicated fix this?
GigaCars 10 Oct @ 1:37pm 
the way the mod works will make it a bit broken most likely

a fork COULD be made for it though
Anthrax 10 Oct @ 1:13pm 
Is it possible for this to work with Solar Map? https://steamproxy.net/sharedfiles/filedetails/?id=2498374109
GigaCars 9 Oct @ 3:11pm 
the death star is a goofy addition lol
Echthros  [author] 9 Oct @ 12:29pm 
@luciantownsend11 Yes, just set the orbit period and day period for a planet to the same value.
UnCheat 9 Oct @ 12:10pm 
@Echthros
Great! Thanks!
luciantownsend11 9 Oct @ 12:06pm 
Hey can you make the effect of a tidally locked planet with the mod
Echthros  [author] 9 Oct @ 12:02pm 
UPDATE:
-Stability updates for zone transition. Possibly reduced subgrid issues.
-Fixed weather override bug.
-Added special objects: Death Star, Majora's Mask moon, and Halo ring.
-Added Death Star laser particle.